Merge branch 'DoorDev' into ci-dev
This commit is contained in:
@@ -50,9 +50,9 @@ def link_doors(world, player):
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connect_one_way(world, ent, ext, player)
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vanilla_key_logic(world, player)
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elif world.doorShuffle[player] == 'basic':
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if not world.experimental[player]:
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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# if not world.experimental[player]:
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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within_dungeon(world, player)
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elif world.doorShuffle[player] == 'crossed':
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for entrance, ext in open_edges:
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@@ -139,7 +139,7 @@ def vanilla_key_logic(world, player):
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enabled_entrances = {}
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sector_queue = deque(builders)
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last_key = None
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last_key, loops = None, 0
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while len(sector_queue) > 0:
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builder = sector_queue.popleft()
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@@ -147,12 +147,14 @@ def vanilla_key_logic(world, player):
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find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name)
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origin_list_sans_drops = remove_drop_origins(origin_list)
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if len(origin_list_sans_drops) <= 0:
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if last_key == builder.name:
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raise Exception('Infinte loop detected %s' % builder.name)
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if last_key == builder.name or loops > 1000:
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origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name
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raise Exception('Infinite loop detected for "%s" located at %s' % builder.name, origin_name)
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sector_queue.append(builder)
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last_key = builder.name
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loops += 1
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else:
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find_new_entrances(builder.master_sector, connections, potentials, enabled_entrances, world, player)
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find_new_entrances(builder.master_sector, entrances_map, connections, potentials, enabled_entrances, world, player)
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start_regions = convert_regions(origin_list, world, player)
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doors = convert_key_doors(default_small_key_doors[builder.name], world, player)
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key_layout = build_key_layout(builder, start_regions, doors, world, player)
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@@ -165,7 +167,7 @@ def vanilla_key_logic(world, player):
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world.key_logic[player][builder.name] = key_layout.key_logic
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log_key_logic(builder.name, key_layout.key_logic)
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last_key = None
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if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items':
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if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items' and not world.retro[player]:
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validate_vanilla_key_logic(world, player)
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@@ -350,7 +352,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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entrances_map, potentials, connections = connections_tuple
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enabled_entrances = {}
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sector_queue = deque(dungeon_builders.values())
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last_key = None
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last_key, loops = None, 0
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while len(sector_queue) > 0:
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builder = sector_queue.popleft()
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split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods')
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@@ -361,14 +363,16 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
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origin_list_sans_drops = remove_drop_origins(origin_list)
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if len(origin_list_sans_drops) <= 0 or name == "Turtle Rock" and not validate_tr(builder, origin_list_sans_drops, world, player):
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if last_key == builder.name:
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raise Exception('Infinte loop detected %s' % builder.name)
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if last_key == builder.name or loops > 1000:
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origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name
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raise Exception('Infinite loop detected for "%s" located at %s' % builder.name, origin_name)
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sector_queue.append(builder)
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last_key = builder.name
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loops += 1
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else:
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logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","generating.dungeon"), builder.name)
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ds = generate_dungeon(builder, origin_list_sans_drops, split_dungeon, world, player)
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find_new_entrances(ds, connections, potentials, enabled_entrances, world, player)
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find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player)
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ds.name = name
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builder.master_sector = ds
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builder.layout_starts = origin_list if len(builder.entrance_list) <= 0 else builder.entrance_list
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@@ -432,27 +436,50 @@ def remove_drop_origins(entrance_list):
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return [x for x in entrance_list if x not in drop_entrances]
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def find_new_entrances(sector, connections, potentials, enabled, world, player):
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def find_new_entrances(sector, entrances_map, connections, potentials, enabled, world, player):
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for region in sector.regions:
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if region.name in connections.keys() and (connections[region.name] in potentials.keys() or connections[region.name].name in world.inaccessible_regions[player]):
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new_region = connections[region.name]
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if new_region in potentials.keys():
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for potential in potentials.pop(new_region):
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enabled[potential] = (region.name, region.dungeon)
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# see if this unexplored region connects elsewhere
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queue = deque(new_region.exits)
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visited = set()
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while len(queue) > 0:
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ext = queue.popleft()
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visited.add(ext)
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region_name = ext.connected_region.name
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if region_name in connections.keys() and connections[region_name] in potentials.keys():
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for potential in potentials.pop(connections[region_name]):
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enabled[potential] = (region.name, region.dungeon)
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if ext.connected_region.name in world.inaccessible_regions[player]:
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for new_exit in ext.connected_region.exits:
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if new_exit not in visited:
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queue.append(new_exit)
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enable_new_entrances(region, connections, potentials, enabled, world, player)
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inverted_aga_check(entrances_map, connections, potentials, enabled, world, player)
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def enable_new_entrances(region, connections, potentials, enabled, world, player):
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new_region = connections[region.name]
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if new_region in potentials.keys():
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for potential in potentials.pop(new_region):
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enabled[potential] = (region.name, region.dungeon)
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# see if this unexplored region connects elsewhere
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queue = deque(new_region.exits)
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visited = set()
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while len(queue) > 0:
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ext = queue.popleft()
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visited.add(ext)
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region_name = ext.connected_region.name
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if region_name in connections.keys() and connections[region_name] in potentials.keys():
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for potential in potentials.pop(connections[region_name]):
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enabled[potential] = (region.name, region.dungeon)
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if ext.connected_region.name in world.inaccessible_regions[player]:
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for new_exit in ext.connected_region.exits:
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if new_exit not in visited:
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queue.append(new_exit)
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def inverted_aga_check(entrances_map, connections, potentials, enabled, world, player):
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if world.mode[player] == 'inverted':
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if 'Agahnims Tower' in entrances_map.keys() or aga_tower_enabled(enabled):
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for region in list(potentials.keys()):
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if region.name == 'Hyrule Castle Ledge':
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for r_name in potentials[region]:
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new_region = world.get_region(r_name, player)
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enable_new_entrances(new_region, connections, potentials, enabled, world, player)
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def aga_tower_enabled(enabled):
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for region_name, enabled_tuple in enabled.items():
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entrance, dungeon = enabled_tuple
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if dungeon.name == 'Agahnims Tower':
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return True
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return False
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def within_dungeon_legacy(world, player):
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